samcake
|
5f9c713d44
|
Merging with upstream after resolving some conflicts
|
2016-10-12 09:22:12 -07:00 |
|
Gabriel Calero
|
834d9c0710
|
Adapt shader for GL ES support which requires operators of the same datatype
|
2016-10-11 12:15:49 -03:00 |
|
samcake
|
a378a6eccb
|
separate the rendering of the light outline from the main rendering and introduce a way to support both platform
|
2016-10-03 18:28:44 -07:00 |
|
sam
|
e143c05ef8
|
Keep on investigating the shading cost per light
|
2016-09-30 02:41:21 -07:00 |
|
samcake
|
2a0e67ee2a
|
REvisiting the full lighting code to optimize the perf
|
2016-09-29 19:06:26 -07:00 |
|
samcake
|
b09151f2a2
|
Rearrange the light struc description in the shader side, needs the c++ to match now
|
2016-09-28 18:32:35 -07:00 |
|
samcake
|
e72791233d
|
overall clean up of th elocal light drawing to avoid the in/out pipeline case, still seeing big cost on gpu from the spot lights
|
2016-09-01 18:08:36 -07:00 |
|
samcake
|
51594fefa2
|
more clean up
|
2016-07-12 18:21:31 -07:00 |
|
samcake
|
2fbdb22493
|
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
|
2016-07-08 18:14:05 -07:00 |
|
samcake
|
37f7596183
|
Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
|
2016-07-08 09:04:10 -07:00 |
|
samcake
|
fff2a9a5a2
|
REfactoring the shading functions interface to account for scattering
|
2016-07-07 21:16:28 -07:00 |
|
samcake
|
1eb4acf815
|
Unifying the lighting pass for scaterring and not
|
2016-07-07 15:41:00 -07:00 |
|
samcake
|
8f2bf2b423
|
Integrating the scattering to the local lights
|
2016-07-06 17:13:16 -07:00 |
|